51 lines
1.8 KiB
C#
51 lines
1.8 KiB
C#
using System;
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using Content.Server.Alert;
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using Content.Server.Stunnable.Components;
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using Content.Shared.Alert;
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using Content.Shared.Movement.Components;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Stunnable
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{
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[UsedImplicitly]
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internal sealed class StunOnCollideSystem : EntitySystem
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{
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[Dependency] private readonly StunSystem _stunSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
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}
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private void HandleCollide(EntityUid uid, StunOnCollideComponent component, StartCollideEvent args)
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{
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var otherUid = args.OtherFixture.Body.Owner.Uid;
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if (EntityManager.TryGetComponent<StatusEffectsComponent>(otherUid, out var status))
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{
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ServerAlertsComponent? alerts = null;
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StandingStateComponent? standingState = null;
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AppearanceComponent? appearance = null;
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// Let the actual methods log errors for these.
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Resolve(otherUid, ref alerts, ref standingState, ref appearance, false);
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_stunSystem.TryStun(otherUid, TimeSpan.FromSeconds(component.StunAmount), status, alerts);
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_stunSystem.TryKnockdown(otherUid, TimeSpan.FromSeconds(component.KnockdownAmount),
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status, alerts);
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_stunSystem.TrySlowdown(otherUid, TimeSpan.FromSeconds(component.SlowdownAmount),
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component.WalkSpeedMultiplier, component.RunSpeedMultiplier, status, alerts);
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}
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}
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}
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}
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